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The Nighthold - Raid Boss Strategy Guide and Loot
by Published on 2012-07-25 01:51 PM

If you still need a beta key, see the Mists of Pandaria Beta Key Sweepstakes and Sweepstakes FAQ!

Mists of Pandaria to be Released on September 25


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Heroes of Azeroth, prepare to embark for an exotic new frontier! World of Warcraft®: Mists of Pandaria™ is launching on September 25, 2012 and you can be ready to play when the servers go live by pre-purchasing the game digitally. Plus, for the first time ever, players will have the option to upgrade a pre-purchase to the all-new Digital Deluxe Edition which comes with all of the in-game items from the retail Collector’s Edition, including a World of Warcraft pet and mount, banner sigil and accent for Diablo® III, and Battle.net® portraits for StarCraft® II.

Beginning September 25, 2012, World of Warcraft players around the world will be able to set sail for the long-lost continent of Pandaria, where they’ll explore forgotten dungeons, vanquish risen evils, and play their part in the Horde-Alliance conflict as it reaches a critical breaking point.

Whether you plan to level your existing character to 90 or start fresh with a new pandaren monk, it’s never too early to begin preparing for your adventure. Simply log in to your Battle.net® account, and then pre-purchase Mists of Pandaria. You’ll then be flagged to automatically download the expansion content prior to release so you’ll be ready to go when the game launches.

During the pre-purchase process, you’ll have the option to grab either the Mists of Pandaria Standard Edition for $39.99 USD or the all-new Digital Deluxe edition for $59.99 USD -- or, if you snag the standard edition now and decide you want to upgrade to Digital Deluxe later, you’ll have the opportunity to do so for an additional $20.

The Digital Deluxe edition includes a full digital copy of the expansion, as well as a selection of Pandaria-inspired in-game content for World of Warcraft, Diablo III, and StarCraft II. If you’re looking for even more plunder, a special Mists of Pandaria Collector’s Edition with additional bonus items will also be available exclusively at select retail locations for a suggested retail price of $79.99 USD.


For more details on the September 25, 2012 release of World of Warcraft: Mists of Pandaria, be sure to hit the official press release, or head to our new Mists of Pandaria game page to learn more about the expansion and prepurchase your digital copy.

*When you pre-purchase World of Warcraft: Mists of Pandaria, you will be able to download an encrypted version of the game once it’s available, prior to the game’s release. This content will be unlocked and available
by Published on 2012-07-25 07:35 AM

Guild Wars 2 Database Updates!

New Bug - Barbarian Edition, Developer Blogs in the Works, Activision Blizzard Q2 2012 Conference Call, Diablo III Web API .NET Library, API Blue Post

Greenstone Village Scenario
The Greenstone Village scenario recently opened in beta! All scenarios now reward a Cache of Powerful Armor, which has a chance at a dungeon quality blue (for your class) along with gold.



Galleon World Boss
Galleon was enabled for testing a few weeks ago and didn't pose much of a challenge to a small group of Level 90 PvP geared players.



Blue Posts
Originally Posted by Blizzard Entertainment
Beta Class Balance Analysis
Since everyone is thinking it, I'll ask...
Ghostcrawler: I still love you guys, but I have to travel a bit for business. Rest assured, you're in very capable hands. We spend extraordinary efforts to make sure the development team is all on the same page, so you shouldn't notice any differences.

Is there an ICD for Strikes of Opportunity? I don't believe players ever confirmed or defined one (if they did, I'm open to the answer/verbal abuse).
There's only a 0.1sec ICD.

Is this about the general size of "tiny ICDs" used to prevent things from chain-proc'ing off of the same attack/ability? (for example, is there also a 0.1 sec ICD on static shock and echo of the elements? perhaps even flametongue weapon?)
We don’t frequently use tiny ICDs like that, but it solves problems in a few cases. Static Shock and Flametongue have no ICD at all. We mentioned Echo of the Elements having a short ICD before, and yes, it is also 0.1sec.

Is it intended that, while stealthed, if the priest takes ANY damage (including any dots on the priest when spectral guised is used), knocks the priest back out of stealth and ends the ability? It makes the spell basically a momentary target drop, since most class specs now have access to dots.
Yes. Unless otherwise specified, stealth breaks on taking damage or perfoming any offensive action. While this does make it less powerful than if it didn't break on damage, we still expect it to be valuable in PvP. Additionally, dispels before you use Spectral Guise can remove many of the DoTs that would otherwise break it. (Blue Tracker / Official Forums)

Amount of Gold Dropped in Old Raids
In general, enemies in raids and dungeons drop significantly more gold than outdoor foes, specifically because we are assuming that the gold is going to be split 5, 10, or 25 ways. As player power rises over time, it obviously becomes possible to complete old content with significantly fewer players, such that the gold rewards become disproportionately high.

In the past, our only solution was to drastically reduce the gold dropped by legacy content across the board (e.g., Magtheridon, much of Karazhan, etc.). In Mists, we have a new system in place that normalizes gold yield based on the number of players involved in the kill. If a Black Temple enemy drops 100 gold today on live, and you kill it with a 25-player raid group in Mists, it'll also drop 100 gold and each player will get 4 gold. If you solo Black Temple, that enemy will also give you 4 gold. If you do it with 4 friends, it'll drop 20 gold and each of you will get 4.

In other words, the gold obtained from killing raid or dungeon creatures no longer depends upon how many people you bring, or do not bring, with you. This system does not apply to anything in the outdoor world.

If this is the case, will the original gold values of the bosses in Gruul's Lair, Magtheridon's Lair and Karazhan be restored so groups will once again get more gold from the boss than from a single trash mob?
Yes. (Blue Tracker / Official Forums)

Theramore, Jaina, and War
If the Alliance are getting into the war thanks 2 Theramore, what were they smoking when Garrosh did EVERYTHING ELSE?
Theramore is a galvanizing event, not the first battle.

This may be the first book I actually pass over.
Remember that few people understand Jaina or the burdens she bears. The love story isn't conventional/expected. (Twitter)

An Alternative End Game - a Focus on the Journey
Just for the sake of curiosity, since there are mentions about focusing on the journey and never getting to the destination...

What's the point of a journey that doesn't lead to a destination? I mean, the reason why you start it is (or it'd be expected to be) to get, eventually, to a destination. But a journey is not a journey unless you're going somewhere. And if that somewhere remains costantly in a distant, unachievable vacuum, then what purpose does that journey serve? (I'd argue you could call it a journey, even, if you're never getting where you want to). (Blue Tracker / Official Forums)

We Need a New Insane Achievement
Nice read indeed! It could be interesting to know what you guys think think should be the requirements for a new insane achievement then? (Blue Tracker / Official Forums)

Purpose of Beta Testing
I do agree that betas have changed over the past 6 years tho.
They have indeed. Beta tests tend to have multiple functions and purposes these days, but the primary purpose of beta tests remain the same as always though, which is to test the new game/content. (Blue Tracker / Official Forums)

Annual Pass, Diablo III C.E. Upgrade - Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This is an update for all Annual Pass holders who upgraded to a Collector's Edition of Diablo III. As noted in the Annual Pass FAQ, players who have subscribed to an Annual Pass and did the upgrade also receive 4 free months of World of Warcraft subscription time. This time is not automatically applied to your World of Warcraft subscription and needs to be applied manually. If you're an Annual Pass holder and purchased a Diablo III Collector's Edition upgrade, you merely need to log into your Battle.net account and at the top you should see a blue notification banner that says:

Claim Free Game Time
Because you have a World of Warcraft Annual Pass, and have upgraded Diablo III to a Collector's Edition, you are eligible for 4 months of free game time. Claim your free game time on this account.


Just click the link provided and you should be all set.

We have received a few reports from players who received an error message after clicking the link. Please know we are aware of this issue and are working to get it resolved as quickly as possible for those affected.

Guild Mentoring Program: There’s Still Time to Apply
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re waiting for you! We understand that sometimes messengers don’t arrive at their destinations in one piece (if at all). These are dark days in Azeroth and the Cataclysm has put a bit of a kink in the machine (whether goblin or gnome.) To make up in any failure on the part of our chosen messengers, we’re putting out this reminder to all eligible guilds. We’re still looking for the heroes of Azeroth to step forth and teach the next generation of heroes a thing or two about how to succeed against the countless foes that seemingly spring from the very soil beneath their feet.

If you think your guild has what it takes, make sure you apply before time runs out. We’re accepting applications until Friday, August 3. Read more about the Guild Mentoring Program here.

Trading Card Game Art Gallery Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.



by Published on 2012-07-24 07:21 AM

Diablo III Inferno Item Booster Pack Winners, Invulnerable Wizard Bug, Auction House Price Tracking Tool, Wow Annual Pass - Four Free Months

Don't miss Mists of Pandaria Digital Deluxe Edition and Upgrade Notification from earlier today!

Terrace of Endless Spring: Lei Shi
Lei Shi is the third boss in Terrace of Endless Spring. He drops Tier 14 shoulder tokens along with the normal armor and weapons.


Originally Posted by MMO-Champion
Terrace of Endless Spring
Hidden high in the mountains, the Terrace of Endless Spring is the sacred center of the Vale of Eternal Blossoms. Its peaceful fountains are said to have the power to heal and rejuvenate, but when the Sha of Fear attacked, many of the complex's guardians turned on each other in fits of terror.

Achievements
  • Heroic: Lei Shi - Defeat Lei Shi in Terrace of Endless Spring on Heroic difficulty.
  • Face Clutchers - Defeat Lei Shi while all members of the raid are afflicted by Parasitic Clutch in Terrace of Endless Spring on Normal or Heroic difficulty.

Lei Shi
  • Afraid - Lei Shi grows more afraid as players hurt her. She gains 1% casting speed for each 1 percent health of her total health lost.
  • Spray - Lei Shi casts Spray instead of using melee attacks. Spray causes water to burst from the ground at a player's feet, inflicting 104,000-218,400 Frost damage to all players within 2.5 yards and increasing their Frost damage taken by 10% for 15 sec.
  • Hide - Lei Shi hides from players. Players cannot target her while hiding, but area of effect attacks and spells can still hit her. Lei Shi reveals herself after the players strike her enough times.
  • Get Away! - Lei Shi channels the waters of the Endless Spring, pushing players away and inflicting 60,000 periodic Frost damage. Players who fight the current take half damage. Lei Shi channels for 30 sec or until players inflict 5% of her maximum health in damage.
  • Protect - Lei surrounds herself with an inpenetrable bubble and animates several elementals to protect her. She maintains the bubble until players defeat one of her Animated Protectors.
    • Animated Protector - When Lei Shi casts Protect, she animates these elementals from the bracers scattered throughout the area. The elementals turn back into water and fall to the ground when the effect ends.
  • Scary Fog - Sha energy coalesces around several players, inflicting 5,000 Shadow damage every 2 sec. for 40 sec. In addition, players and enemies near an afflicted player take 5% more damage from all sources. This effect stacks.



Wild Pet Trading Removed
Keep in mind that you can still level a pet and then sell it, as long as it wasn't caught from the wild.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We just finished a pass making all pets that are caught via pet battles in the world non-tradeable. This means these pets cannot be put in cages for trading or posting on the AH. We felt that the option to buy these pets on the AH would take away from the exploration/collection gameplay of the system.

This could always change in a future patch, but this is how it will go out with MoP. You should see the change in our next build.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Since everyone is thinking it, I'll ask...what should we read into the fact that you, and not GC, is now responding to posts in this forum?
That I’m not as busy as others are right now (which is a terrible understatement).

Back in the Black Wing Decent and Bastion of Twilight myself and a few friends of mine discovered that dots already on the target don't actually get re-evaluated when their caster receives a large haste boosts such as heroism and time-warp. This forces you to reapply your dots so that their period of ticking is shortened by the haste gain.

As you can probably tell this is quite a hassle. Especially as an Aff lock with mucho spell haste procs. Is this still the case?

Yes. The parameters of a DoT are determined at cast time. This may be a good time to explain one related topic though: Refreshing DoTs and whether that recalculates their parameters. For several classes, we have various mechanics that allow you to refresh or extend an existing DoT. In some of these cases, doing so recalculates their parameters; in other cases, it does not. Why the inconsistency, you ask? The rule we follow is that if the mechanic allows you to perpetually extend one DoT forever, it needs to recalculate. If it isn’t intended to let you maintain one DoT forever, it doesn’t need to recalculate. For example, the Demonology warlock's spell Touch of Chaos extends Corruption significantly, and it’s quite likely you’ll roll one corruption the whole fight, so it then recalculates. Alternatively, there’s a new mechanic coming for Affliction where Haunt adds 1 tick to each of your DoTs when it hits; that does not recalculate damage.

GC, just a quick clarification. The new Armor Damage Reduction formula used for 86+ characters: Armor / (Armor + 4,037.5 * Level - 31,7117.5) Does this continue on to level 93, similarly how the current Cata formula worked to 88 until this expansion? or is there another formula for level 91 and beyond?
It continues on to level 93. Just to clarify to make sure there are no misunderstandings, adding denotation for which variables are of the target and which are of the attacker: DamageReduction = TargetArmor / (TargetArmor + 4037.5*AttackerLevel – 317117.5).

Monk (Forums)
Currently Rushing Jade Wind is causing 6sec shuffle for each target it hits. (given the cap on shuffle is 12sec, it basically means you get 12 sec shuffle if you cast on more than 1 mob).
This is something we're keeping an eye on for balance problems but for now, this is intended. There is a chance we may change it in the future.

Still on lvl 90 talents for monks, whats the intent on Xuen tiger?
Xuen does indeed cause Eminence for Mistweavers and is purely DPS for Windwalkers. For Brewmasters, he has a provoke, not a taunt. Provokes are what we normally give pets and they work like taunts but don’t work on most bosses. For example, Army of the Dead ghouls have a provoke. He should be decent at tanking and scales with your stats, the hope being he is useful as an off-tank. However, he won't be able to tank a raid boss (since he has a provoke, not a taunt), but he should be able to tank some adds and dungeon mobs. Please try that out and let us know how he does.

Paladin (Forums)
Is it intended for Judgment to no longer apply/refresh Censure anymore? If so why was that change made?
Yes, Judgement has had quite the long history and has been a relatively unique ability since its inception. It's been a mix between a ‘ranged’ type attack or a ‘spell’, or for most of the past few years it’s been a ‘melee’ attack with a long range. That’s why it triggered Censure. But it also shared a bunch of properties with spells. So, for Mists, we decided to finally make it consistent with everything else and just say that it’s purely a spell, just as much as Exorcism or Holy Shock are spells.

Shaman (Forums)
Is it intended for Healing Tide Totem to act as healing done by the shaman, or as a separate entity to avoid being split by Ascendance(Resto) as its currently not being duplicated and divided.
Intended. Totems' actions don't count as the shaman's. This is consistent with Searing Bolt not triggering Echo of the Elements and other similar effects.

Pets are currently not taking bonus health from Ancestral Vigor from what I can see. They're receiving the buff but not gaining any maximum health.
We plan to fix this in a future build. Currently, pet scaling from your own health is overwriting buffs. We plan to fix this. (This would also affect Glyph of Water Elemental, by the way).

Warlock (Forums)
Windwalk Totem currently does not prevent warlocks from becoming snared via KJ Cunning. Is this intended or bugged?
Fixed in the next build.

Alternatively, there’s a new mechanic coming for Affliction where Haunt adds 1 tick to each of your DoTs when it hits; that does not recalculate damage.
I wanted to post a correction on this part. Our design process is very iterative and we’re constantly trying out new things. The above mentioned mechanic for Haunt extending DoTs is something we’ve been trying internally, but have decided not to go with for now, so don’t expect to see it in a future build.

Blue Posts
Originally Posted by Blizzard Entertainment
Upcoming Pet Battle Changes
Many changes have been ongoing with the quests. Our next build should have significant updates.

A few highlights on what we have been working on:
  • Unique Tamer emotes
  • Unique Tamer pets
  • Tamer battles have been tuned up in difficulty
  • One Grand Master Tamer per continent. Defeating him/her will unlock all the daily's on that continent.
  • The flow has been consolidated to work though our two main trainers in Stormwind and Orgrimmar.
  • We have implemented more than 40 Tamer fights across the entire game. This does not include the boss fights!
  • Daily quests on Grand Master Tamers offer the Sack of Pet Supplies as a reward.
  • A new achievement reward for defeating all the Tamers. A "Tamer" title.
  • All of the quests to fight Tamers are now account-wide. This means that the one-shot quests can only be completed by one character on your account. The daily's can be completed by any character, once per day. Account wide quests are denoted in the quest log.
(Blue Tracker / Official Forums)

Warbot Fuel
There will be a way to get Warbot fuel in MoP. Still figuring out the specifics, but we are going to make it happen. (Blue Tracker / Official Forums)

Remove 'Safe Zones' from PvP Servers
We feel it is rather necessary that the starter areas remain uncontested territory, as it gives newcomers a better chance to get a feel for the game and learn how it works... people need a chance to tie their boots before they get their faces smashed in :-)

We acknowledge that the pursuit of good world PvP can make the line between griefing and PvP quite blurry, and that is very much a part of the game which seasoned PvP players are fairly used to. But it is not fun to be new to a game, or re-rolling a new character for that matter, if you can’t even leave the starter area because some enemy faction player is corpse-camping or ganking everyone and everything in sight.

i heard you're going to try get us more involved with wpvp in mop but how will that change with the current dungeon/bg systems? wont people still just afk in sw/org in wait for their stuff to pop up?
We are indeed trying to get people more involved with world-PvP in Mists of Pandaria.

We are trying to provide a greater incitement for people to go back into the world by offering more content to do outside of the cities - this combined with cross realm zones means that you should come across more people(including enemy players) in the world overall. Additionally - the guards on PvP realms will be nerfed, so bashing in some skulls inside enemy towns and cities should be more feasible as well.

Is there any info about how much weaker the guards on PvP realms will be, compared to the ones on PvE realms?
I'm afraid I have no info available on this as of yet, but I can imagine that it will be something that may need a few adjustments over time anyway. The guards still need to matter and have some ability to protect the citizens of towns and cities, so they shouldn't be complete pushovers, but they also shouldn't be a near invincible army as they are today.

The plans are to adjust the guards on PvP realms so they are less strong than those found on PvE realms, and they will also take longer to respawn than those on PvE realms. (Blue Tracker / Official Forums)

Importance of Beta Testing
May I field you a quick question? When Cata & D3 came out the servers were heavily fluxed with players, down time and angry mobs of people in a certain nation we will not mention... my question is have the errors of the past been noted and improved on ?
We have been rather overwhelmed in the past with more players than anticipated logging in upon release, but have taken note of past launch experiences indeed, and we will of course do everything we can to improve ourselves. More than anyone, we would like a smooth launch, and we want people to be happy and have fun when they log in after release.

I'm just wondering if the stuff reported in the beta really gets noticed...:-/. I've been reporting bugs like a woman crazed, but I guess those bugs are not "important" enough for recognition since they still are left unfixed. Namely visual bugs and such.
All reported bugs (that can be verified and reproduced of course), do get noticed and put on a list of things to fix. However it can take some time before they get fixed, as some bugs are more difficult to handle than others, and the less severe bugs do not have as high a priority as the really critical ones... I hope this makes sense to you. (Blue Tracker / Official Forums)

Curse Weekly Roundup
Pico gives us news about ComicCon, War Z, World of Tanks, Endless Space and more.

by Published on 2012-07-23 06:25 PM

Mists of Pandaria Digital Deluxe Edition
Earlier this morning an upgrade advertisement for the Digital Deluxe Edition of Mists of Pandaria appeared on Battle.net for regular Mists of Pandaria Beta accounts.



Mists of Pandaria Upgrade Notification
The upgrade screen that is present inside the game for Cataclysm accounts was also recently added!

by Published on 2012-07-22 07:16 PM

Jay Wilson on PvP and Legendaries, Inferno Booster Pack Giveaway, Guide for Crafting Chest Armor, and 1,000,000 Gold Witch Doctor Build

Horde Pandaria Introduction Updated
The latest patch brought some new models and actual sound into the introduction, but it doesn't look complete just yet. After you complete the introduction, you can return to Pandaria with a portal in the Pandaren area of Orgrimmar. The Alliance introduction is still a placeholder.






Pandaren Cutscene Added
The new character cutscene for Pandaren is now in game.



More Details on Mists of Pandaria Opening Cinematic World Premiere
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Don’t miss the world premiere of the World of Warcraft: Mists of Pandaria opening cinematic at gamescom 2012! The latest creation from Blizzard’s cinematics team will be shown in both English and German on giant screens at our booth in Halle 6.1 (B21).

The opening cinematic will debut at 14:00 on Thursday, August 16, the first fully public day of gamescom. This much-anticipated unveiling will be accompanied by a performance from MANAO - Drums of China – the all-female Chinese drumming group that opened and closed the 2008 Olympic Games in Beijing. A signing session with Blizzard developers will immediately follow the premiere.

Remember that from August 15-19, our booth will also be showcasing World of Warcraft: Mists of Pandaria, StarCraft II: Heart of the Swarm, and Diablo III, as well as our famous dance and costume contests, and many other activities.

Visit our Activities page for details, and be sure to check back here soon for more on what we have in store for you at gamescom!

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Death Knight (Forums)
269s of combat, ghoul cast 69 claws. At 40 energy per, that's 2760 total spent. figuring 10 regen per second, the expected number of claws in that time span with 0 haste scaling on Energy is 69.75. So i'd say the ghoul is not currently getting energy regen from haste. Is this intended?
In the current build you have, the Ghoul’s energy regen was indeed not benefitting from your haste. That’s fixed for the next build. This also applies to the Army of the Dead ghouls.

Also, reaping is not currently functioning as you described. DDDDUU when used on 4 blood boils becomes dbdfUU.
That fix didn’t make it into the build you currently have. It should be in the next build.

As I have said before, we're not yet in the stage of development where everyone makes sure all of their changes are in before we pull a build -- that would just require too much needless coordination and make it harder to get builds out. We tend to just pull builds -- for now -- and get what we get.

Paladin (Forums)
Is it intended that Sacred Shield not scale with haste while the other options on the tier do? It behaves (more or less) like a proactive HoT, so it'd make sense.
That's an easy fix.

Well, not really about ret, but prot, but does proof that Shield of the Righteous falling behind Judgement and Holy Wrath (against single targets) count? It almost feels like Glyph of the Alabaster Shield is going to be mandatory.
Well, you didn't exactly provide proof, but Judgment in particular does hit really hard for Prot, especially with Vengeance stacked. You have a lot of motivation to use SotR though, so I don't expect it will drop out of the rotation. If paladin damage was low compared to other tanks, that would be a problem (and SotR a potential place to buff it), but we're not seeing that.

(Editorial note: we removed several posts debating the merits of various tanks. Again, perfectly legit topic, but we have a whole forum for those discussions. This thread is about numbers and rotations.)

Warlock (Forums)
Maybe you don't have to actually debug the simulations, but take a look at this comment made by the warlock developer of simcraft.... Maybe you guys could just take a look at the actions lists for all 3 specs that he uses and see if maybe something could be learned from there:
One point of confusion seems to be about refreshing Corruption in Metamorphosis. There may currently be some bugs with that. The intended functionality (which we will double check) is that Touch of Chaos and Void Ray both extend Corruption by 6 sec, up to a maximum of 18 sec, and both cause the damage to be recomputed. We’re trying to evaluate further what differences there may be between our results and yours. Again, actual logs (e.g. World of Logs) would help us compare the most easily.

Blue Posts
Originally Posted by Blizzard Entertainment
PTR Build Number
The initial PTR build is identifying itself as version 5.0.3. That will increment up to 5.0.4 soon. As a result, we're referring to it as 5.0.4. We apologize for any confusion. (Blue Tracker / Official Forums)

25 Man Raid Testing
25-player testing will follow as soon as 10-player Heroic testing has concluded. Since there are no level 90 templates, we wanted to make sure everyone who was interested in raid testing had time to level to 90 before beginning 25-player testing. (Blue Tracker / Official Forums)

Cross-Realm Zones and Pet Battles on the PTR
Cross-realm should be enabled, pet battles are disabled on the PTR. (Blue Tracker / Official Forums)

Pet Combat Log
We are in the process of moving the pet combat logging to its own, separate tab. Hopefully on the next build but no promises. (Blue Tracker / Official Forums)

Mechanical Pandaren Dragonling Model
It's placeholder. An updated model/skin is in the next patch. (Blue Tracker / Official Forums)

Request: New Macro Conditionals
A [petbattle] macro conditional will be in an upcoming beta build.

Thanks for the feedback! (Blue Tracker / Official Forums)

Some Non-Capture Pets Becoming Rare Quality
The list is missing the other Vanilla Collector's Edition Pets: Mini Diablo and Zergling
Whoops! This has been corrected. (Blue Tracker / Official Forums)

Arena Pass 2012 Rewards - Mount/Title been given yet?
Finally, received my pet!
Indeed, it seems the pets and titles that were not initially sent are now being received. If you have not seen yours yet, then keep an eye on your mailbox as it should not be too long now. (Blue Tracker / Official Forums)

Would You Accept Homogenization for Balance and Fun?
Would you prefer if every class was completely unique, but it often meant that some classes would be bottom of proverbial pile, imbalances were rife, things would polarise quite often (1 classes goes from best to worst) each patch and so on.
This extreme offers the most diverse play style, letting a player choose the class they enjoy and you can look at your character and say “That is class X”, which is pretty awesome being able to distinguish yourself like that. This can sometimes also create points where your class may sadly feel either too strong or weak which is something that is not enjoyed.

Classes were very very similar, with only a few distinctive abilities/signature abilities which separated each class from another, but the game was a lot more balanced, you could play the class you enjoyed and not have to worry about suddenly becoming much worse than any other class.
This offers you a less distinct play style with the class you are playing. While you may feel all of the classes are in good balance, which would be great, you would end up looking at two classes of the same role and think to yourself, “Well, what’s the difference?” This does not really feel like something that offers an enjoyable experience.

I can understand why for your discussion you have decided to choose these two extremes, so you can find where the opinions of everyone lie. But from this thread it can be seen that nice balance with the ability to distinguish your class is what most of you would like to see, why not swing the discussion more in this direction?

We hope that you keep up the constructive discussion and look forward to anything else you have to say. (Blue Tracker / Official Forums)

PvP vs Ganking
Some great thoughts here. On the topic of ganking though, it's a tough one to handle. Many players join a PvP server so that they can seek out and inflict revenge on members of the opposite faction. You see players wishing for more world PvP like the old Southshore/Tarren Mill conflicts, and maybe some of the things you suggest would harm those kind of battles.

I'll play devil's advocate here (in my PvP server days I was always the victim rather than the ganker).

If buffs are sustained through death, that takes away some of the challenge of finding the person very quickly once they ress. Mind you, buffs can often be applied very quickly.

A debuff to prevent you from killing someone multiple times is a bit of a party pooper, and could potentially be abused — you'd have a hostile that was invulnerable for a limited time.

I think any PvP-kills-only debuffs/changes to timers could potentially add confusing layers of complexity to the game. Also, 'PvP-kills-only' could be possibly be avoided by waiting until a mob was attacking the gankee, then allowing the mob to get the killing blow.

You'd also have to make sure all these buffs/timers didn't apply to PvP zones like Wintergrasp and battlegrounds, and that players can't enter the zones with anything like that active.

Didn't they also have dishonourable kills in those days?
Yes but I don't think it did a great job to discourage those who wanted to do it deliberately. You could also get a dishonourable kill by being in a group with someone who killed a lowbie, this happened to me when I was outside an instance with a group once, I was heartbroken.

Yes it is a real challange waiting for them to res and kill them again with such a low health level and being so low levelled they don't even hit you when they try.
Depends on the difference in levels. Obviously if someone is a lot lower than you then yeah, the 'challenge' argument doesn't apply.

Or they could be made worth no honour if killed in a short time like when you HS. Possibly even the unthinkable bring back diminishing returns on honour.
True, although it only helps if people are actually ganking for honor or just for the fun of finding enemies to kill. I suspect a large portion of people do it for the latter reason, seeing as BGs are a much better source of honor points.

Well given that you can already turn off certain thing in Arena and BGs, even making things only work in a certain way, and have this ability for a while, surely it can be done to this too.
Yeah sure, I was only mentioning it to point out that it wouldn't be that straight-forward to implement, and we always have to weigh up the urgency of changes like this against other things that demand developer time.

Use the PvE-Server-Mechanic
As Oldtrafford pointed out, the whole point is that it's a PvP server. The rules and mechanics should be different when it comes to PvP. (Blue Tracker / Official Forums)

Content Consumption Speed and Difficulty
I'm not a hardcore player, nor do I find myself skilled. But rewarding those that put much less time and effort into something with the same rewards as a more dedicated player, is utterly demotivating.
Alright, let's put this in a different perspective to see if you (and other players) keep up with this argument about less time and effort being equally rewarded...

*This is a fictional example*
Let's imagine that developers decided that, from now on, every Heroic boss of an expansion is only available until one guild, just one guild in the world, defeats it. The moment that happens, the Heroic mode of that boss is unavailable for everyone else until the next expansion is released.

In your own reasoning, it's only fair; they're putting way more time and effort than everyone else (hence why they'd be killing it first in the world). I'm sure there'll be people out there that would scream "That is awesome!" at the idea of something like that.

In reality, what would happen, is that after 4-5-whatever amount of bosses they'd probably stop trying after realizing they just can't compete with that guild.

Would you be happy, in that context, with having to come one expansion later to kill those bosses when they're no longer relevant to your character? The answer is most likely: no.

However, that's exactly what has been suggested in this thread for those players that need the debuff to some degree to kill a boss much later than everyone else. They should basically contempt themselves with doing it when it's no longer relevant for them.

If the fictional case I've written before is not fair for you, doesn't that mean that what you're asking for is just as unfair? Think about it. Because both of them aim to the same: rewarding time and effort (just taken to the absolute extreme). And once you start arguing that *this time and effort* is okay, but this one is not, you're not being objective in your reasoning.

So, why do you want to force others to accept something you wouldn't in the first place? That is what you're asking for when you come up with this kind of arguments about why noone else should do something after you did it.

Please for the sake of sanity of everyone who is trying to get a point across here have some understanding of what we are trying to say. The tone of the posts given is very patronizing as if we were wrong to have an opinion that differs from what seems to be the 'design orientation' at the moment, or your personal opinion.
I understand what is being said, and that's why I'm asking those questions. When some posters say that it's not fair that someone comes in with the 30% debuff and kills Heroic Madness with less time and effort, they're failing to acknowledge that some of those guilds might actually have been raiding since the patch was released (which is hardly less time and effort).

That's the kind of thing to which I want to see an objective argument as to why it's terrible that someone that is been pursuing that objective for more than half a year at this point, shouldn't get those same rewards. (Blue Tracker / Official Forums)

Beta More Helpful Than Harmful
You do bring up some good points Theremin. It cannot be denied that there are a lot of spoilers being leaked into the community during a beta, and I can totally understand why that is very frustrating for those who prefer the new content to remain a secret until release, so that the experience of something new and the thrill of discovery is fully preserved. I am sure you are right that some people who do play the beta will not be as excited as they otherwise could have been upon release.

That being said, the benefits of the beta far outweigh the drawbacks, and here is why:

An internal test can never be a proper substitute for a beta, simply because of the fact that a beta resembles the live environment much more accurately.

In a beta, there are always players who play the game in ways that were never imagined by the developers, and there are always players who are so creative or so skilled that they can approach or defeat content in ways that were never expected. There is an incredibly huge variation in play styles amongst the beta players, and just by playing(or trying to play), they unearth many glitches and bugs that would never have been found by the dedicated team of internal testers tasked with hunting for glitches and bugs.

Having a huge pool of players in the beta will also help the developers determine if the new content they are working on actually works as intended or not, if the new content is fun or not.

Also, betas are much better at testing both hardware and connections, which helps immensely in the preparations for the launch and the live environment.

What I am trying to say is that having a beta test before release is a better way to ensure a high standard of quality.

Really, you need to test hardware and connections for 4th expansion? Yeah right.
Very much so. Our hardware systems and architecture has changed significantly over the years with every expansion, and this one is no different... a lot of things are going on behind the scenes my friend. (Blue Tracker / Official Forums)

FEEDBACK: Scarlet Monastery (Challenge)
The Challenge mode for this dungeon is unlocked for this beta cycle.

A few relevant testing notes:
  • You must have completed the Heroic version of the dungeon once in order to attempt the challenge mode.
  • Item level will be normalized to 463.
  • There is no queue system for challenge modes; groups must be formed manually and you must zone in from the outside world.
  • The current Gold/Silver/Bronze times are not final.
  • While the challenge is active, the group leader may Reset the dungeon at any time via a drop-down accessible by right-clicking your unit frame.
  • You may want to dig up those dusty keybindings for things like crowd control and interrupts.
  • Enemies in Challenge mode dungeons are 1 level higher than in Heroic versions, as a rule, such that bosses are now level 93.

Please use this thread to share feedback regarding the dungeon, including information on group composition and completion times. (Blue Tracker / Official Forums)

FEEDBACK: Gate of the Setting Sun (Challenge)
The Challenge mode for this dungeon is unlocked for this beta cycle.

A few relevant testing notes:
  • You must have completed the Heroic version of the dungeon once in order to attempt the challenge mode.
  • Item level will be normalized to 463.
  • There is no queue system for challenge modes; groups must be formed manually and you must zone in from the outside world.
  • The current Gold/Silver/Bronze times are not final.
  • While the challenge is active, the group leader may Reset the dungeon at any time via a drop-down accessible by right-clicking your unit frame.
  • You may want to dig up those dusty keybindings for things like crowd control and interrupts.
  • Enemies in Challenge mode dungeons are 1 level higher than in Heroic versions, as a rule, such that bosses are now level 93.

Please use this thread to share feedback regarding the dungeon, including information on group composition and completion times. (Blue Tracker / Official Forums)

Warrior (Forums)
Warriors and a Barbarians Fury
I think there's a certain amount of rage/sec that make warriors feel good, lets call it X. Too much, and the mechanic stops working as a limitation. Too little, and you feel starved and it's no fun. The problem is that X isn't different to a maxed out warrior at the end of the expansion or a beging warrior in greens, but by tying it to gear progression you force either the too much end of the scale on the endexpo warrior or the starved feel on the questing warrior.
I agree with that, but here's the thing: we don't want warriors to scale linearly. What I mean by that is that as you increase gear, you'll be hitting harder and critting more often. Both of those are fun, don't get me wrong, but after you get over the thrill of BIG NUMBERS you start to see behind the curtain a little. Fundamentally, there isn't a huge difference between hitting a bad guy for 3000 or 30,000, especially when the bad guy's health has probably increased by ten as well.

What feels cooler is if you actually feel different with great gear. Instead of just hitting harder, you are hitting different buttons. For warriors, that means having enough rage to use Heroic Strike frequently instead of rarely. But that means we need to start warriors in quest greens at the "rarely" side of the dial, so that when you're in epics in the final tier, you're now at "frequently."

Historically, what has happened is that warriors start at "never" and then grow into "always." Rage scaling with gear was too good. It needs to scale, and a little bit of exponential scaling is ideal, but the end of the curve can't rocket up towards the sun. (Blue Tracker / Official Forums)

Weekend Sale -- 25% Off Character Transfer
Originally Posted by Blizzard (Blue Tracker / Official Forums)
New horizons await! Through this weekend and for a limited time only, you can initiate a Character Transfer to move one of your World of Warcraft characters to a new realm for 25% off the regular price.

To get started, simply click here. Alternatively, you can log in to your Battle.net account at www.battle.net, select your World of Warcraft account, and then click “Character Transfer” at the bottom of the page.

Don’t delay -- this offer ends Monday, July 23 at 11:59 p.m. PDT.

The Daily Blink - Legendaries for Everyone!
The Daily Blink grants a long standing request, a legendary for everyone!


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